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@@ -11,11 +11,13 @@ Input::Input(string file, bool verbose)
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keyBindings_t kb;
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kb.scancode = 0;
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kb.active = false;
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keyBindings.clear();
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keyBindings.resize(INPUT_TOTAL, kb);
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GameControllerBindings_t gcb;
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gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
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gcb.active = false;
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gameControllerBindings.clear();
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gameControllerBindings.resize(INPUT_TOTAL, gcb);
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this->verbose = verbose;
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@@ -222,14 +224,25 @@ bool Input::discoverGameController()
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if (verbose)
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{
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cout << "\nChecking for game controllers...\n";
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cout << nJoysticks << " joysticks found, " << numGamepads << " are gamepads\n";
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if (nJoysticks > 0)
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{
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string stNumJoysticks = nJoysticks == 1 ? "joystick" : "joysticks";
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string stNumGamePads = numGamepads == 1 ? "is a gamepad" : "are gamepads";
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cout << "\n** Checking game controllers" << endl;
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cout << nJoysticks << " " << stNumJoysticks << " found (" << numGamepads << " " << stNumGamePads << ")\n";
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}
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else
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{
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cout << "\n>> No game controllers found\n";
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}
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}
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if (numGamepads > 0)
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{
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found = true;
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cout << "\n>> GAMEPAD LIST:" << endl;
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for (int i = 0; i < numGamepads; i++)
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{
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// Abre el mando y lo añade a la lista
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@@ -243,7 +256,8 @@ bool Input::discoverGameController()
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// name = name + separator + to_string(i);
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if (verbose)
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{
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cout << " -" << name << endl;
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// cout << " - " << name << endl;
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cout << "#" << i + 1 << ": " << name << endl;
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}
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controllerNames.push_back(name);
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}
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@@ -256,6 +270,8 @@ bool Input::discoverGameController()
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}
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}
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cout << endl;
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SDL_GameControllerEventState(SDL_ENABLE);
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}
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@@ -322,14 +338,21 @@ void Input::setDefaultBindings()
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bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
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bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
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bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
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bindKey(INPUT_EXIT, SDL_SCANCODE_ESCAPE);
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bindKey(INPUT_BUTTON_1, SDL_SCANCODE_Z);
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bindKey(INPUT_BUTTON_2, SDL_SCANCODE_X);
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bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
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bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
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bindKey(INPUT_PAUSE, SDL_SCANCODE_H);
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bindKey(INPUT_EXIT, SDL_SCANCODE_ESCAPE);
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// Mando
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bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
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bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
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bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
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bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_A);
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bindGameControllerButton(INPUT_BUTTON_2, SDL_CONTROLLER_BUTTON_B);
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bindGameControllerButton(INPUT_BUTTON_3, SDL_CONTROLLER_BUTTON_X);
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@@ -338,4 +361,26 @@ void Input::setDefaultBindings()
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bindGameControllerButton(INPUT_BUTTON_6, SDL_CONTROLLER_BUTTON_START);
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bindGameControllerButton(INPUT_BUTTON_7, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
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bindGameControllerButton(INPUT_BUTTON_8, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
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bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_A);
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bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_B);
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bindGameControllerButton(INPUT_PAUSE, SDL_CONTROLLER_BUTTON_START);
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bindGameControllerButton(INPUT_EXIT, SDL_CONTROLLER_BUTTON_BACK);
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}
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// Elimina todas las asociaciones de teclado y mando al objeto
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void Input::clearBindings()
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{
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// Inicializa las variables
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keyBindings_t kb;
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kb.scancode = 0;
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kb.active = false;
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keyBindings.clear();
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keyBindings.resize(INPUT_TOTAL, kb);
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GameControllerBindings_t gcb;
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gcb.button = SDL_CONTROLLER_BUTTON_INVALID;
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gcb.active = false;
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gameControllerBindings.clear();
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gameControllerBindings.resize(INPUT_TOTAL, gcb);
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}
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